Rock, Paper, Shotgun

The Sunday Papers

Posted by Kieron Gillen on March 1st, 2009 at 1:25 pm.

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I am made of broke
Sundays are for treating hangovers with medicinal bacon and posting about your new Marvel Beta Ray Bill miniseries. No arguments. They are. They’re also for posting a list of fun and smart reading collated across the week while trying to give a plug to an amusing T-shirt advert video for a band and link to the song which we found ourselves bawling atonally last night in a terrible Angel bar.

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54 Comments »

  1. phil says:

    On the Indelicates – The last time I saw them they refused my request to play Valdimir on the grounds no one could remember it, I’ll still buy a T-shirt but it will be a bitter, bitter purchase.

    On Street Fighter – I agree with Gwyn; You can pick up and button mash successfully in five seconds flat, specials make sense in a few minutes and you can get the basics of cancels, parries, ultras and the rest within twenty minutes, then it becomes a question of easy to pick up, hard to master. Considering most game tutorials last at least ten to fifteen minutes, I don’t think it’s fair to claim it’s crawlled up its own arse, it’s more honed it’s arse over two decades to a razor sharp weapon of balanced perfection.

  2. Tei says:

    @marilena: you think in multiplayer terms. And about games that have not victory conditions for turtles. Say… building a superweapon, or enough points. Also, simply building a base could be fun for some people. Don’t say “is not fun”, because seems fun for some people.

  3. Gap Gen says:

    One time I had the bright idea of turtling the enemy’s base in Starcraft. We typically didn’t expand very fast, so rather than building bunkers around my own base, I built them around the enemy. He was very surprised when he sent his first SCVs out to look for new mineral patches.

    Like this example, turtling can be an aggressive strategy. It’s essentially a way of gaining battlespace access – you grab land and then hold onto it, rather than rushing an amorphous enemy. The Terrans in Starcraft are an inherently turtle race, with tanks that become more powerful when they’re static, and bunkers that protect otherwise weak troops, but you still have to be dynamic to win. The walking barrage, with two lines of siege tanks moving forwards one after the other, was one of my favourite tactics against the AI.

  4. A-Scale says:

    One time I had the bright idea of turtling the enemy’s base in Starcraft. We typically didn’t expand very fast, so rather than building bunkers around my own base, I built them around the enemy. He was very surprised when he sent his first SCVs out to look for new mineral patches.

    Like this example, turtling can be an aggressive strategy. It’s essentially a way of gaining battlespace access – you grab land and then hold onto it, rather than rushing an amorphous enemy. The Terrans in Starcraft are an inherently turtle race, with tanks that become more powerful when they’re static, and bunkers that protect otherwise weak troops, but you still have to be dynamic to win. The walking barrage, with two lines of siege tanks moving forwards one after the other, was one of my favourite tactics against the AI.

    That’s called towering, and it is a well established and hated practice in games such as Warcraft 3.

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